Update - 25/04/2022
So here we are again, another week gone! I hope you all had a great weekend! My week was a bit stressful, because my PC died and I wasn't able to repair it until Friday, which slowed down my work for a couple of days. For the weekend, I started GMing a new WFRP 4e game, running the "Rough nights and hard days" mini-campaign. I really love that game, so it's always a pleasure running it.
I've also made some progress cleaning up my D&D homebrew stuff for Patreon, but this week has been dedicated mostly to editing Across a Thousand Dead Worlds. Vi is really digging into it on a daily basis, and I'm having to re-evaluate a lot of things. I've also added a couple of important details, such as detailing how exactly do effects that are round-based or that deal damage work outside of combat, which is pretty crucial. Usually, when you receive damage, if it exceeds your CON, you are Knocked Down; if you're already Knocked Down, you receive a Wound. Sounds simple, right? Well, it didn't really made much sense for a trap (for example), which theoretically only causes you harm once, to have to first knock you down in order to damage you, and since I hadn't specified anything otherwise, that was the logical conclusion. Now I specified that if you receive damage outside of combat and it exceeds your CON, it directly causes you a Wound. Makes things a bit deadlier and easier to understand, I think!
So this starting week I'll keep myself busy with more editing, and I'll hopefully be able to wrap up the homebrew rules. I'm really eager to return to Empire Undying's character creation rules; the last thing I was working on was the skills. This time around I think that the skills will be slightly more granular than they are for ATDW, but without an unwieldly level of detail; I have a rough list of skills I want to include, but I'm sure that it will be iterated upon many times, since it's usually the case. There's a key gameplay component that I am unsure of where to include, since it's partially character progression, and partially gameplay mechanic; you see, each weapon in EU has a skill tree. As you gain XP, you unlock different skills (both active and passive) from said tree. I have some pretty wild ideas for this, and I think it's something that hasn't been done in an RPG, so I'm dying for you guys to get your hands on it. But yeah, is this part of character creation, or is it gameplay? I'd say it's both... I might just include it in the character stuff, at least for now. Oh and by the way, the same goes for magic! Only that instead of weapons, it's entities that you've bound to your service. So if you bind a fire elemental, you can progress through the fire sorcery skill tree, unlocking spells and talents related to fire. It's going to be awesome!
So yeah, I'm back to work so I can get to the fun EU stuff soon, haha. Hope everyone has a great week!
